a feature that was requested by a couple of people for a while, i came around to implement it.
At the beginning i assumed you would need to implement a steam framework into the game, but actually steam provides an Auto Cloud feature, which I now set up and tested.
With the way its set up now, you are able to switch between OS/devices and continue playing on your current save-games.
Also (I guess the more prevelant/important one) is that this should also help with people that experienced random file corruptions on their pc (this was very rare, but very frustrating for the individual when that happened). So this should help with that as well.
Outside of that im still slowly working towards 0.10 and am really hyped to get it in everyones hands (although that will still take a while)
This doesnt require a game update, as this is only a setting for the game regarding steam itself. So you might have to restart your Steam, so it pulls those new configurations for the Game.
If steam has troubles synchronizing the cloud, it could help to restart steam or try again at a later point. This is most likely a steam problem.
You can check the save-games which are uploaded to the steam-cloud here:
I hope everyone is doing well/getting better! Keep it up!
State of Development v0.10
Hey guys,
just wanted to update you on the current State of Development in regards to 0.10
TL;DR: Still working on 0.10, after migrating the Engine Version of Godot from 3.5 to 4.2, its now slowly coming along. Working on some features and systems which i mention further down below.
After releasing the maintenance version 0.09.2 in december and putting out some hotfixes, i started migrating the game from Godot Engine version 3.5 to 4.2.
After overcoming those initial incompatabilities and migration problems, development is now chugging along as before. The major version changed some core functionalities/internal scripting Objects that was heavily relied on. This required some manual changes and some bigger frustrations. But now its working well again. Its just not too much fun having to change like 400 code occurences bc. the way exports work were changed.
The new version brought a lot of improvements and changes to how the engine worked in general, which benefit the game in many ways and make development much easier in many aspects and fix some weird behaviours/bugs the game had previously.
Some new features coming in 0.10:
- Research: Research Artifacts/Books/Blueprints to unlock features and recipes for stronger items. (This should allow for a smoother unlocking experience, compared to 0.09.2) - World 3 : Desert: Slowly tackling the features/zones i want to add with 0.10. - Ranged Weapons: Adding additional ranged weapon types, like bows (and maybe some more) which will consume specific Ammo Items. Consuming Ammo will boost the power of your attacks even more. Ammo will come in different tiers and maybe some special Ammo with special effects will get added. The focus will be for the ammo to be a good bonus, but not an inherent necessities. Ranged weapons will still function without ammo (to be idle compatible) - Gem Upgrade UI: Direct Craft: This is already functional in my current dev build. It allows the player to directly craft higher tier gems either for only raw resources or by also using lower tier gems that you might not need anymore.
No ETA for 0.10, as this is a free time hobby project for me. Im trying to get this game testable/playable as soon as possible, as player feedback is very important for me.
If you are interested in staying in touch, give critique/feedback/suggestions/ideas, or get irregularily regular updates, feel free to join us on Discord
I appreciate your time, interest, and thank you for playing the game!
Keep it up! Have a great one!
v0.09.2.0.c hotfix
- Fixed Holy_Spark crashing the game when cast in the village - Fixed Spell_School_Tooltip not showing on hovering a spell school
v0.09.2.0.b
Olla,
when testing the game with friends, it seems that the wand wasnt tested properly yet and some crash-worthy stuff popped up.
- Projectile_Weapon_Tooltip: Fixed crash - Holy Spark Blind: Fixed damage function causing crash - Projectile Weapon: Fixed Ammo crashing the game due to missing damage_type (mana ammo type for wands)
v0.09.2.0.a Hotfix - Fixing weapon items disappearing on equip
Hellou, Quick fix for - Equipment_Slot_Weapon: Fixed Weapons disappearing on equipping new weapon - Fixed Spells not draggable from Skill bar button to auto-caster-slot
v0.09.2 is out now
Hey all,
After around a year of on and off development i was able to finally release the 0.09.2 Maintenance release.
This release is focused on adding Quality of Life Features, Fixes and general UI Improvement to the 0.09 Version, before moving on to 0.10
Thanks to the folks on discord, especially Hugo, which went above and beyond and tested the dev version of this release inside and out and found many gamebreaking bugs and oversights from my part, which i was then able to efficiently fix, due to his precise bug reports and feedbacks.
You can find the patch notes here: https://store.steampowered.com/news/app/1370410/view/6024191483877528067
If some critical problems arise in this version, i will try to fix them in a timely manner.
Now i will focus on starting to work on 0.10, which would contain access to the third world with its zone and many more systems/features. It will also incorporate changes/improvements to preexisting content, therefore your saves from 0.09 will most likely not be compatible with 0.10.
The game is currently being created in version 3.5.3 Godot while recently version 4.2 released. Version 4+ has some major improvements to useability which i want to try to tap into by trying to migrate the game to this version 4.2. The last time i did this most of my project broke. will be interesting if it will be better this time around. Savegames from the game created with godot 3 will sadly be incompatible with the game in godot 4, because i used a way of saving the files, which changed completely, making it no longer able to load the contents of those files. Maybe there will be a workaround, but as you might have to start over again in version 0.10 anyway, i felt that would be a good time to start this migration.
Thank you for sticking around, playing and enjoying the game and giving your feedback, it means a lot! Have a great one! I hope you are doing well/getting better!
Ronny
v0.09.2 Maintenance Release Patch Notes
v0.09.2 Changelog: (Artwork by MetalPig)
While working on the spells, i've gotten a serious case of motivation burnout on working on the game. This has happened in the past, where i got to a point to just release the stuff i have, instead of trying to just keep going and never finishing anything because i keep overscoping. Because of this i will release the maintenance release as is, and push back the new spells etc. to version 0.10. Where hopefully the new topics and new systems i can add will give me back a lot of motivation. as it happened in the past. Back then i received a new boost of motivation due to the feedback and ideas i received. So my hope is that it will work similar.
I was focused on improving the UI and general QoL for the 0.09 maintenance release.
Content: - Added 4 more Gem Tiers - Added up to Tier 4 for all Enchants (92 new enchants)
Reworks:
- Moved Ressource Inventory and Crafting UI to Equipment UI - Moved Character_UI to Equipment UI - Moved Spell Book UI to the Masteries UI to reduce clutter and locate it in the place it is most relevant, as the spell book receives all its spells from the masteries + skill trees. This makes it easier for the player to immediately see newly added spells and the cause relationship when learning spells etc. - Masteries/Spell School: Reworked skill tree UI. No skill points necessary anymore, as those were kind of obsolete. Unlocking happens now depending on mastery level and you have to buy them with gold (outside of the starter spells of each tree). Also passives for spells now unlock to be buyable at a certain spell-level instead of mastery-level, to encourage and reward the leveling of spells. The UI Rework also takes less space and has less visual clutter than before. - Spell School UI: Reworked Checkbox based UI to Slot based UI, with right click and drag and drop of spell schools onto available slots. - Added new Font for improved readability (Will most likely expand this in the future to make it possible for players to add their own fonts) - Auto Caster: Auto caster no longer triggers or checks the normal spell cooldown and only uses its internal cooldown. This is meant to make auto-caster a parallel progression which doesnt take away anything for players that want to play the game actively. - With many of the sub-uis now being part of other bigger uis, i reordered/rearranged the side panel.
Improvements/QoL:
- The player now follows new paths on the world map.
- Side Panel Buttons: Added Hotkey to tooltip. Changed displayed key bindings to positional physical buttons on the keyboard. - Town: Building: improved Upgrade Button visibility - Town: Gathering Building: Added side_panel notifications functionality when gathering-building has ressources to pick up
- Equipment: Added Fist weapon permanence. This will be useful for adding base fist upgrading at a later point
- Cooking: Added Cook Button Tooltip for next Recipe tier stats - Cooking: Added 6 food icons - Cooking: Added drop source description to Trout and Karp
- Spell: Mana bubble: Added percentage exp gain depending on base damage received (which means before any reductions (armor, absorb, block)) - Spell: when trying to cast spell but is not learned fail message: Improved "spell is not learned" message with more indepth information - Spell Upgrade Button: Now also changes color depending on if the player can afford. - Spell Book: removed forced adding to spell book, to reduce clutter. Spells now get added when the player initially learns them. - Skill Bar: Readded ability to add spells to spell bar on learning/allocating - Skill Bar: dragging spells/items between skill bar buttons now swaps the spells/items between the slots, instead of just overwriting them and deleting them in the originating slot for the drag. - Skill Tree: Added spells being casteable from skill tree UI
- Masteries: Added Exp gain description text for each mastery explaining in detail from which activity each mastery receives experience
- Achievements UI: added "Hide completed" checkbox to filter achievements that have already been completed - Character_UI: Changed stat toggle to click or close button - Character_UI: Added base + multiplier values to the stat tooltips - Statistics UI: Added Search bar - Armor Mastery UI: Added Stat bonuses from Armor Mastery Tree to Tooltip - Armor Mastery UI: Tooltip: Added current armor count to tooltip to make it easier visible - Equip_Quality UI: Added "Total Stats gained" to the detail display - Plus Roll UI: Added "total Stats increase %" to the detail display - Auto-Caster UI: Made scrollable so it doesnt explode the layout as it previously did - Auto Caster UI: Added Spell Book as collapsable UI to make adding spells to auto-caster much easier. - Enchanting UI: Added "show unaffordable" filter. Allows you to only show affordable in the list if deselected - Spell Book UI: Added "only available" and "only upgradeable" filter checkboxes - Sacrificial Altar UI: Added fail_message + reasons for why items cannot be sacrificed
- Map: Added borders to the "unlock arrows" pointing at new zones to make them better visible to the background
- Enchants: Added "For Slot X" to description
- Option Menu: Added automatic saving when quitting the game via the "quit game" button
- Gem-Slots: Improved readability/visibility by adding outlines and the sockets themselves becoming transparent when a gem is socketed
- Tooltips: Added margins to the screen border to improve visibility/layout/looks when tooltips get pushed back into the viewport - Item Tooltip + Mastery Tooltip: Added Scrolling to tooltips when they get too long. Hold down shift to scroll inside the tooltip. - Equipment_Tooltip: Added Details by holding shift. For now shows only maximum of plus and quality
- Cost: Added the name of the resource when listed as a cost, as to make it easier to understand what resource is needed/wanted, instead of having to guess/squint at the icon
- Level Up Event messages now start to fade when the player distributes points in the character UI attribute screen
- Settings: World Map: Added setting for "hide_map_on_player_arrive" - Settings: Fullscreen setting is now properly preserved between sessions
Fixes:
- Fixed problem in random number calculation leading to random roll maximum beine exclusive. so for example 1-2 rolls would always hit 1, and 1-10 rolls would only hit 1-9 but never 10. This lead to fishing hut only giving 1 fish although it should have had the chance for 2 - Gathering Buildings: Fixed production boost optimization above 5000 cycles, not actually working. Refactored the functionality, now its more reliable - Gathering Buildings: Fixed gathering_quantity_multiplier not applying to the idle reward production (this should lead to much bigger results from the mine/fishing hut with higher mastery) - Fishing Hut: Fixed donation loop of donating fried fish to the fishing hut, letting the player create an infinite amount of fish (exponential) by disallowing fried fish being donated to the fishing hut - Skill Tree Spell Node: Fixed spell complaining on clicking already active node - Monster title tooltip: Fixed wasp fly showing to be spawning in too many places - Ressource Cost: swapped order of current and total amount
- Achievements: Fixed Powder Processor condition count from 30 -> 15 - Achievements: Fixed "Rock Bottom" condition not triggering properly on unlocking the last stage of the hive dungeon
- Resource Trader: Fixed being able to buy at least 1 resource although you didnt have enough money - Shop: Fixed buying stackable items like potions, creating weird behaviour with stack size and possible crashes - Shop: Fixed shop slot unlock logic (slots that should have been locked to be bought at next tier, were already buyable) - Shop: Fixed saving/loading of recipe drops when closing the game after having bought a recipe but not having it picked up
- Enchants: Fixed offhand enchants being enchantable on non-weapons
- Spells: Fixed many spells being able to level above level 10 although there were no improvements defined above level 10 - Buff Spells: Fixed toggleable spells being cancelable during the cast cooldown/downtime, possibly making people cancle those spells by clicking too quickly. - Fixed Buff spells still casteable while on cooldown - Fire Armor: Fixed dealing 0 fire damage and retaliating full physical damage at player. - Mana Bubble: Fixed spells being casteable while not enough armor pieces of the required type is equipped - Holy Light: Removed misunderstandable WIP description part about "lifesteal" functionality that is not yet implemented - Food: Fixed Crunchy Seafood giving 0s gathering boosting time (now 20 s) - Earth Armor: Fixed armor stat calculation
- Gem Upgrade UI: Fixed UI (availability and crafting count) not updating on crafting higher tier gems
- Town: fixed not visible/active gathering buildings adding side panel notifications - Quests: removed "(Not yet)" Text for unlock access to world 2 - Map: Removed "The" from the zone names - Monsters: Fixed monster descriptions for many monsters
Changes:
- Cooking: Food_Recipe: Changed leveling to per cooking not quantity cooked - Save Game Name: Limited the length of the save-game to 30 chars, to prevent problems with the OS file system. - Mastery: Shield: Changed exp gain to blocked damage only - Resource Inventory UI: Filter out food items (they are only relevant for cooking) - Wands: Now also consume 1 percent of current mana which also gets added to their damage - Crafting UI: All crafting trees are now bottom bound for a more homogenous look between tabs/trees - Shop: Added Berries to the loot pool - Shop: Increased pricing variance - Auto Caster: Added limitation to just 1 copy of a spell to prevent spamming 1 single spell with multiple auto-caster slots, due to the new "no cooldown is triggered" logic - Auto Caster: Added an auto_cast_cooldown cache to the Spell in the auto-caster slot, preventing the player from moving a spell between multiple slots after each cast, to still cast a spell in quick succession but forcing the player to do unfun activities for this optimization
State of Development 3 for 0.09.2 Maintenance
After working on it for a long time and implementing different spells for about 3 spell schools, i hit a motivational drought. To prevent me from loosing all motivation on working on the game, i pushed the new spells/spell schools back to 0.10 as im hoping that working on new features/systems will increase my motivation/velocity again.
For transparency reasons and not wanting to disappoint anyone looking forward to the new spells, i wanted to inform you before 0.09.2 is out and you then discovere there are actually no new spells.
I want to make the spells interesting gameplay wise and feeling different from each other, also wanted to add more art, particle effects and icons, but i hit a blockade in that area.
The 0.09.2 maintenance build is currently on the dev-playtest branch (which no longer requires a key to check out) and i have received plenty of feedback from the great people on the discord. Currently working on polishing the rough edges and implementing the feedback i've got.
With the release of 0.09.2 i will also publish the patch notes with all the changes, QoL and improvements.
as the title states this is just a small hotfix: - make the sacrificing of items in the late-game easier - fixing a potential crash/hangup when sacrificing a large quantity of items (100+)
this happened because with each item being removed from the inventory it would do a sort of the entire inventory, which would already take a bit of time when performed once for 100+ items, Additionally all item elements in the inventory UI would get informed about an item being removed from the sacrificial altar, creating an exponential growth in calculation power required. I fixed both these by making them more performant. Each item element now only listens to the "removed_from_sacrificial_altar" signal from its own item, not everyone's. and additionally when the sacrificial altar starts sacrificing items it will pause the inventory sorting and restart it after its done. This improved performance by around 10-50x for 200 items being sacrificied
The endgame in its current form is a temporary solution to give players a possibility to progress beyond the currently available story/world. This endgame will morph and change with each big release to get closer to the interesting and long lasting gameplay i have planned.
Im currently working with a bit of different development approach which allows me for easier hotfix deployment/development while still working on the 0.09 maintenance release
I hope everyone is doing well!
Keep it up!
v0.09.1.1b.1 Hotfix - Reducing VRAM Usage
Just a very small hotfix, to reduce the VRAM to enable the game to run on GPUs with 1 GB Vram
This was done by reducing the the size of the world map texture from 10000x10000 px to 1000x1000 px.
Seems like although the actual texture as png is just like 2 MB when loaded into the GPU Vram it mostly depends on the pixel size. With this change the necessary Vram went in the editor from 870 -> 465 MB